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Rule, Britannia! BritainVsSele_H.zip
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Hi, same here with Piq_et_Croq, et says "bravo" and disconnected, but never surrender. He : Piq_et_Croq Me : gann Thx @user1 metadata.json commands.txt
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There are multiple drivers for amd gpus, this might be a mismatch of components. Suggest to use mesas amdgpu driver with radv. Check your distros documentation, especially keep an eye on selecting icd.
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One of the worst things about this game the lack of balanced games
Dakara replied to Foxooo's topic in General Discussion
I don't see any problem for this thing actually. It is not about the game but players. It worse in a lot of other game. In 0AD people try to balance in most of the game, even matchmaking is full random ouf of ranked in a lot of RTS game. I'm just wondering about beginner and intermediate players. They don't have the knowledge to balance the games and smurfs can crush them easily. We must be careful with non-elite players; they are the solid base of the game and they keep the lobby alive, they are useful for balance btw. We could consider developing the user profile, for example with a multiplayer game counter. Of course, the player would have to be able to choose whether or not to display this information. I'm personally in favor of including a team ranking for the moment, but it's an alpha, so anything can be done. Maybe even through a mod. -
iPhone Repair Auckland joined the community
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general gynaecologist joined the community
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Tador4384 joined the community
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Sheet music for the soundtrack?
wowgetoffyourcellphone replied to Satevis's topic in General Discussion
My friend! I was under the impression you had moved to Southern California! - Yesterday
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Allied Engine joined the community
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Do Archer's Add Extra Arrows to a Buildings Defense?
happygamer replied to Thales's topic in Gameplay Discussion
Yep, garrisoned archers do add arrows to a building’s defense—same as infantry. There's no special bonus for using archers though, so any unit will boost the fire rate. Best to use low-risk or injured units for that. -
yes they are removed. The community mod is for playtesting changes, and it helps to do them in isolation. It also avoids splitting the community.
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Wanted to ask, are those changes removed for CM 27.2? I saw that the building armor is also back to the vanilla values. Agree that the changes were good.
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This was done in community mod version 27.1. It was about 2/3 the cost and 1/2 the build time. I think it was pretty good.
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CockyRogy joined the community
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Yes. here is the list of Vulkan-related software that I have installed: ~/b/A27-1 sudo pacman -Q | grep "vulkan" I lib32-vulkan-icd-loader 1.4.313.0-1 lib32-vulkan-mesa-layers 1:25.1.4-2 lib32-vulkan-radeon 1:25.1.4-2 lib32-vulkan-swrast 1:25.1.4-2 lib32-vulkan-validation-layers 1.4.313.0-1 vulkan-headers 1:1.4.313.0-1 vulkan-icd-loader 1.4.313.0-1.1 vulkan-mesa-layers 1:25.1.4-2 vulkan-radeon 1:25.1.4-2 vulkan-swrast 1:25.1.4-2 vulkan-tools 1.4.313.0-1.1
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I think palisades should be much cheaper and faster to build, but much weaker. I'm developing this in my mod.
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phosit started following AMD Vulkan issues
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Did you instal vulkan-icd-loader and vulkan-radeon?
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Golden Doubloon VA joined the community
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I bought a new AMD GPU and I try to play 0ad on it. However, I run into errors when using the Vulkan renderer: ~/b/A27-1 $ binaries/system/pyrogenesis I TIMER| InitVfs: 192.018 us FILES| Main log written to '/home/rena/.config/0ad/logs/mainlog.html' FILES| Interesting log written to '/home/rena/.config/0ad/logs/interestinglog.html' TIMER| CONFIG_Init: 2.94495 ms Sound: AlcInit success, using OpenAL Soft WARNING: Failed to create a Vulkan window: Installed Vulkan doesn't implement the VK_KHR_surface extension ERROR: Unable to create device for Vulkan backend, switching to GL. I am of course using the A27.1 RC version which I built from source, on this environment. I suspect that I made a mistake while trying to install Vulkan on the system: trying to query vulkaninfo gave these: ~ $ vulkaninfo --summary I ERROR: [Loader Message] Code 0 : vkCreateInstance: Found no drivers! Cannot create Vulkan instance. This problem is often caused by a faulty installation of the Vulkan driver or attempting to use a GPU that does not support Vulkan. ERROR at /usr/src/debug/vulkan-tools/Vulkan-Tools/vulkaninfo/./vulkaninfo.h:573:vkCreateInstance failed with ERROR_INCOMPATIBLE_DRIVER The basic GPU driver, vulkan-radeon and amdgpu are installed and activated. Radeontop does work correctly. Below are my grub kernel parameters in /etc/default/grub: loglevel=3 intel_iommu=on quiet radeon My question is: how can I set up vulkan driver for AMD GPUs on Arch so that I can run 0ad smoothly? What kernel parameters and config did the developers use? userreport_hwdetect.txt system_info.txt
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bicakmodelleri joined the community
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apparelnbagsinc joined the community
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It takes one infantry javelineer 2 throws (so 1.9s) to kill a women, while it takes one infantry javelineer 200s to take a house. He can kill 100 women in the time he takes 1 house.
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Don't use it except if you have a plan or a good map for it. Plus if your opponent is low no cata civ maybe you can do some. About tower is nice in early but after it low efficiency and easy to capture , except if the tower are surround by building
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It takes 50 food and 8 seconds to train one woman, not counting batch training. It takes 150 wood and 50 seconds (25 with 2 builders) to make a new house (not counting the factions with small houses, that are also easier to capture). In the meantime, you are most likely housed and can't train anything until you build a house. You can spam women easily. Your women will be safe inside the CC most of the time, anyway. The topic is mostly geared towards walls as a means of solid defense that will take forever to breach (similar to AoE).
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If your enemy spends their time capturing a house and deleting it instead of killing your women, thats much better for you. You can easily gather the wood for a new house in the time he takes to capture with the same amount of soldiers. (capture strength of infantry is 2.5 if im not mistaken, while gather rate for wood is 0.75; a house costs 150 wood and has 500 capture points. So it takes exactly equally long to gather the wood as it does to capture the house. Cav is even worse at capturing, also there is a base capture point regeneration that i havent taken into account. Also he has to walk across the map to get to you.) Now, you do lose time on construction because you have to rebuild the house, but thats nowhere near as bad as the time you would lose if he killed your women gatherers. And those walls give you the time to react, cause it takes much longer to capture them than to kill a women (or even a soldier).
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It works in this game because of the CSs, but... ...what if it's not? Sometimes you train a bit too many women, and you need some kind of protection. Building palisades is your best bet in the early game, but because trees don't have proper collision, enemy can just sneak in through the forest. The solution is to surround open side of the forest with walls, which is more expensive. Walls don't build fast enough, so you need more builders to make it before the enemy rush. Making towers is a better option, but you need soldiers to man them or they're useless. Walling with houses will expose them to the enemy, who can just use capture->delete tactic to cost you both population and 150 wood per house. Both of them vital in the early game. BTW, why do houses need on average 40 seconds to be built? It's frustrating, especially considering there's batch training which makes you build houses almost continuously.
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This is a very good tip. You have to build houses anyway; try to use them to "wall off" an area instead of just randomly placing them anywhere. Especially with civs that have small houses, you can surround your entire field economy by lategame without any real additional investment. As ffm mentioned, to not have unnecessary long walking times, you should include palisade gates at regular intervals when doing this.
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Leolex1691 joined the community
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Atm. for me it depends. Ideally, long time ago when I could out-boom other players it's not necessary and slows you down (hence turtling). I prefer amoebae-style reach for extra res. or be near the front player. That again makes my base a bit weaker. House walls in combination with surrounding hills and just some gates are a good compromise. Especially if you expect another player to come with lots of cavs or siege maps (Corinthian isthmus, ambush) I get infuriated when I see teammates building huge stone walls, indicating they have no intention in joining a fight anytime soon (except they communicate before, "I turtle you can help on the other side") Another huge priority is that workers should not walk across your base a lot. So if you think on that side could fit some wall/building use only a few workers and preferably ones from nearby or maybe don't at all. That also goes for amoebae-stretch for res, it could be bad to stretch for some berries if you're exposed there and don't have any other business there.
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Release Preparation of A27.1
real_tabasco_sauce replied to Itms's topic in Game Development & Technical Discussion
@Gurken Khan it can be fixed by giving them a "selection group name". I'll make an issue. -
Release Preparation of A27.1
Gurken Khan replied to Itms's topic in Game Development & Technical Discussion
Well, it's not what I expected, and I don't think I've had it before. And frankly I don't like it. -
Release Preparation of A27.1
Atrik replied to Itms's topic in Game Development & Technical Discussion
Not specific to a27.1. Not really a bug neither. A variant of the marine seems to have been created in order to make it unlocked by default in PII in the gymnasium. https://gitea.wildfiregames.com/0ad/0ad/commit/ba635f2790762fbf74541013a6247619519c0ebc
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